
Build
Starting Items



Full Build











Summoner Spells


Runes
Runes
x9Greater Mark of Magic Penetration
x9Greater Seal of Armor
x9Greater Glyph of Magic Resist
x3Greater Quintessence of Ability Power
Masteries

Overview
Changes for Classic
- Coming Soon!
How to Play
Fizz wants to get through the opening levels without losing too much health, then punish enemies when their important abilities are on cooldown. Take the farm you can safely reach and avoid using E for every wave, as it costs a lot of mana and leaves you vulnerable afterwards. Once you have all three basic abilities, activate W before going in with Q and follow up with basic attacks. Keep E available to avoid their response or get back to safety. At level 6, look for an opening to land your ultimate and follow up while the enemy is slowed or knocked up.
Once you have Deathfire Grasp, use its active before the main part of your damage lands. Push your wave before roaming so you can help another lane without giving away too much farm. In teamfights, approach from the side and wait for dangerous crowd control to be used before committing to a carry. Zhonya’s can buy time for your abilities to become available again.
Runes Explained
Magic Penetration Marks help your abilities deal more damage through enemy magic resistance, while Ability Power Quintessences strengthen your spells from the start of the game. These choices make your early trades more threatening and help you punish opponents when you find a chance to get into range.
Armor Seals reduce damage from basic attacks and minions, which matters when you step forward to farm or trade. Flat Magic Resist Glyphs provide immediate protection against enemy spellcasters. Keeping more health during the opening levels makes it easier to take an opportunity once you have your full combo.
Masteries Explained
Put 21 points into Offense to strengthen your damage throughout the game. The additional ability power and magic penetration improve your spells, while cooldown reduction helps you use them more frequently. Spellsword adds magic damage to the attacks you weave into your combo, and Executioner helps you finish enemies who are already low.
The remaining nine points go into Defense for extra health, armour and magic resistance. Fizz has to enter melee range to farm and deal much of his damage, so these bonuses help him survive the damage he takes along the way. They also give you more room to recover after a trade instead of being forced out of lane immediately.